I beat going rogue permanent death with a similar build. Expect I use smithing, rogue scientist, and battle geology instead of piracy psionics, and burglary. You could probably take on Dreadmor with your build. First get the diggle god of fertility and you should be fine. If you want to melee him you need keep that counter, dodge, and block way up or else he will corrupt all your stuff. When your hp get below 75% heal with healing crystals. When you get below 50% hp teleport out of there, turn invisible, and run away. It might be a little too defensive but he can deal 60 in a single turn and it is possible for him to do that 2-3 turns in a row.
Thanks for those helpful tips. I probably won't try to melee him because the RNG has been very kind to me and has given me 4(!) Bolts of Mass Destruction and I'm still on DL9.
Unfortunately that won't be enough to take him down. Dreadmor has massive health, AA, and resist. The only things he doesn't have resistance too is and . Grab every holy hand grenade, potion of purity/zodiac wands, and a time lord scarf. Getting high will make things a bit easier too.
So you wanna melee Dreadmor Dual Wield Battle Geology Alchemy Archaeology Shield Bearer Burglary Piracy/Smithing/Demonologist/Warlockery This show be the basic I want to just hit the hell out of everything build. The basic idea is to use the method to kill dreadmor that I talked about here: Help break me out of my comfort zone! For the last skill you really could put anything. I picked Piracy because Alchemy+Archaeology for tons of level, the buffs are amazing, and the black dot is very helpful against Dreadmor. Smithing with plutonic fist just makes the first 5 floors a cake walk and gives some nice exotic resist. Demonologist makes it so you get that 100 probably by floor 4 and gives you a use for . Warlockery just to have some use for and extra .
Axes Archery Master of Arms Smithing Tinkering Clockwork Knight Warlock Basically this is a heavy melee build with a ranged option for situations that are too hairy. Axes let you do a ton of damage in combat and the Axenado helps with crowds. Master of Arms lets you soak the hits like a sponge and heal faster. I had Archery in there, too, because sometimes you don't really want to charge into a group of enemies, or there's a really tough one you want to at least soften up first (especially Dredmor). Smithing and Tinkering will build all kinds of items for you and there's a lot of synergy between the two skills, but the problem is that a lot of the items you can make stop being useful or unique the deeper into the dungeon you go. Still, it's good for replenishing your crossbow ammo, and they're supposed to help boost the REALLY good skill in there, Clockwork Knight. Clockwork Knight is an amazing skill tree. Four of the abilities it grants will help you escape bad situations or knock enemies away, and one of them, Rocket Jump, has a very short cooldown. The downside is that some of these abilities (specifically Rocket Jump and Charge of the Steam Brigade) pose a risk of harming the adventurer, but if you've got good blast and fire resistance (I think that's what you need, anyway) you should be okay. The one ability that seems unnecessary is Thaumecha-kinetic Damper, especially after you've layered yourself in several tons of armor already, though I suppose it might help if your blast resistance is low and you need to Rocket Jump a lot. Warlock was... less amazing. I guess I used some of the abilities now and then, and the Mana-Maille spell must have absorbed tons of damage, but I felt like it's the one ability I probably could have stood to trade out for something else. Still, it's a fairly good supplement for a warrior-type. So, I was a tough nut to crack. Most monsters could hardly scratch me, but the problem was I had a hard time healing myself, so keep that in mind before you copy this build. I relied a lot on food and natural health regen, but sometimes that wasn't enough. Health potions don't drop very often, either, so I had to pull out a lot of stops to stay alive at some points. However, that changed when I prayed to the Diggle God of Fertility. At that point, what with Regeneration kicking in constantly, I was nigh invincible. My only weaknesses were some of the gas attacks and holy damage, but other than that virtually nothing could seriously threaten me. When I finally faced Dredmor, though, I didn't let that go to my head. I pelted him with bolts and holy grenades at a nice safe distance and brought him down. If he got too close, I'd just rocket jump away. Easy peasy.
I guess I would take that build, Replace Archery with Bushido or Avenging Executioner and roll out. Bushido has (I think) an ability that makes you regen health when hit sometimes on level 3, and Avenging Executioner has a healproc on crit (I think) on level 4.
Axes Dual Wielding Perception Smithing Tinkering Clockwork Knight Rogue Scientist I finally beat Lord Dredmor on GRPD with this build. Even got to melee him at the end too, though I was chasing him around as he teleported away and he sadly teleported away to bleed to death or something...so he died offscreen. Blargh. Mana was absolutely useless unless it was shortly before a Zoo or right when I met Dredmor. That's when I tossed up the Rebreather or the Dampener, but otherwise this build allowed me to do a bit of absolutely everything. It was even my first build that got that far without Burglary and with me avoiding Archaeology. Smithing and Tinkering allowed me to get the equipment I needed to be effective. Dual-wielding Clockwork Axes with Augmented Limbs meant a lot of melee madness. Clockwork armor meant I had my means of escape via Rocket Jump, so I didn't have to rely on teleportation moves from rogue skills or mage spells. It gave me plenty of bolts when I didn't want to get close and a damned good bow to use too. I didn't even max out either tree thanks to Clockwork Knight and Rogue Scientist. In fact, I went through most of the game with only four points in Smithing and two in Tinkering. Clockwork Knight and Rogue Scientist combined gave me plenty of other necessities. I didn't get the Death Ray at the end for Scientist, but most of the other skills were invaluable. Combined, the two trees gave me four knockbacks and three AoE's. Rogue Scientist also gave the invaluable two points to Alchemy which meant that I didn't need the skill tree to mass produce Healing Potions! It's a viable alternative healing strategy, though it can come late in the game if other trees take precedence. That's where Perception came in. I didn't get the eye lasers at the end, but it was mostly for the finds to power my crafting skills and the healing items it gave in the early game were invaluable until I got my Alchemy skills from Rogue Scientist. The only thing I felt like I was missing was a lockdown move. I got unlucky and didn't get the bolas recipe until like DL 13 and by then space management had me cubing all my baseballs, but with the mobility of rocket jumping available at every five turns...I was essentially using that to make space when I needed to take things ranged. Add that to some bolas, some bolts of doubt, and even some Deciduous Wands and it was all gravy to keep something that I didn't want close away!
I'm trying to come up with a build centered around Killer Vegan and Demonologist, just so I can make the obvious "Seitan is my Master!" joke...
Killer Vegan Demonologist Alchemy Fungal Arts Necronomiconomics Burglary Edit: Ooh, a seventh skill.... let's see: Perception this could be a build centered around these two skills, with Necronomiconomics added in for more "Dark Pacts With Dark Masters"(tm) fun.
Demonologist Killer Vegan Unarmed Smithing Perception Battle Geology Alchemy Basic idea is to have just massive , , and . With Celestial Circle, Level 5 Vegan, and the last Alchemy skill you get 11 with 1 more you get 1 hp per turn. Killer Vegan, Unarmed, and Perception give quite a bit of to the point where you can reliably avoid about half the melee attacks. Alchemy+Smithing+ Demonologist(I wouldn't level it past celestial circle)+Killer Vegan+Unarmed +Battle Geology gives you 5-9, 4,3,4, 2, 4, 5, 1, 2, 4, 1-5, 1, 1 and 0-4. You should be amazing at ranged combat. Battle Geology is the best melee skill there is and makes it possible to easily beat Dreadmor. Alchemy gives you all the healing you need.
I think swapping Rogue Scientist for Alchemy might actually be a good call. RS gives 2, and a rogue skill might fit better with the theme overall. The resists from Alchemy are nice though...
Vlad Destroyer Polearms Dual Wield Smithing Battle geology Shield Bearer Alchemy Paranormal Investigator I want to get that achievement for killing Vlad and this is my current attempt to do (I'm a bit too busy to play a whole game so I'll still on floor 3). My plan is to get 2 holy spears in order to 40-84 per turn to Vlad. With Petrification I should get 14 turn where Vlad has -5 and can't attack. With so much I should be able to use the offensive stance and still have 100. Smithing and Alchemy for encursting and getting me equipment. Paranormal to get the recipes.
My favourite build so far (haven't done much with the new pack yet): -Swords -Crossbows -Vampirism -Promethean Magic -Burglary -Fungal Arts -Emomancy
I find your lacking of morals disturbing Demonology Banker Nercolyzing Aspirant Blood Magic Magical Law Necronomiconomics Daggers I don't know how well it will work but it seems like it might be a pretty effective build. Necronomiconomics and Celestial Circle for Monster Zoos. Daggers, Nercolyzing Aspiran, and magical law for single enemies. The 2 for healing and invisibility.
A man of many gods Inquisitor Egyptian Magic Lay Lines Self-Righteous Aspirant Magical Training (many person worship education) Killer Vegan (worship the god of health food) Tinkering (worship science) This build has massive amounts of bonus and . Egyptian Magic clears zoo like none other. With the 1 mana per turn regen, Leyline Siphoning, and Extra-planar Concentration you should have enough mana to sustain everything. Self-Righteous Aspirant gives you cooldown skill that run off of and deal the rarely resisted . Tinkering gives ,, and of course bolts. With Killer Vegan, Self-Righteous, and Egyptian Magic you get 11 1 1 1, which makes you amazing at archery.
dual wield is primarily for its offense. It gives some nice and also bonuses IIRC. Those are always useful at any time. Shield Bearer is for its defensive procs. You can go dual shield to beat the daylights out of a tough monster and then switch back to dual wielding weapons or sword and board for everyday use. Strategy varies by floor and enemy, so YMMV.
Shield Bearer didn't require a shield to give its bonuses/procs. That may have been changed, although I don't remember seeing it in the changelog. It's definitely on the List of Things to Do. Said list is, by all accounts, very long, so we may not see it anytime soon.